Tag: CR 10

  • Old Raena

    Old Raena lurks in her sea-stranded tavern, using her Fey magic to lure ship captains to their doom. Her matted hair and long fingernails hide beneath her brown cloak until it’s too late.

    Medium Fey, Neutral Evil

    Armor Class 16

    Hit Points 152 (18d8 + 72)

    Speed 30 ft.

    Initiative +6 (16)


    STR 13 (+1) (+1)

    DEX 14 (+2) (+6)

    CON 18 (+4) (+8)

    INT 15 (+2) (+2)

    WIS 14 (+2) (+6)

    CHA 19 (+4) (+4)


    Skills Perception + 6, Stealth + 6

    Resistances Cold

    Senses Darkvision 60 ft.; Passive Perception 16

    Languages Common, Sylvan, Primordial

    Challenge 10 (5,900 XP), Proficiency Bonus +4


    Traits


    Legendary Resistance (3/Day). If Raena fails a saving throw, she can choose to succeed instead.

    Actions


    Multiattack. Raena makes three Oceanic Burst attacks. 

    Oceanic Burst. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 120 ft. Hit: 14 (3d6 + 4) Cold damage, and the target’s Speed is reduced by 10 feet until the end of its next turn.

    Surging Waves. Dexterity Saving Throw: DC 16, each creature in a 30-foot Emanation originating from Raena. Failure: 36 (8d8) Cold damage, and the target’s Speed is reduced to 0 until the end of its next turn. Success: Half damage only.

    Reactions


    Blessing of the Depths. Trigger: Raena is hit by an attack roll and takes damage. Response: Raena reduces the damage she takes from the attack by 11 (2d10) and teleports up to 30 feet to an unoccupied space she can see.

    Legendary Actions


    Legendary Action Uses: 3. Immediately after another creature’s turn, Raena can expend a use to take one of the following actions. Raena regains all expended uses at the start of each of her turns.

    Raging Seas. Raena makes one Oceanic Burst attack. 

    Plunder Spirit. Wisdom Saving Throw: DC 16, one creature Raena can see within 90 feet. Failure: 13 (3d8) Psychic damage, the target has the Incapacitated condition until the end of its next turn, and Raena gains Temporary Hit Points equal to the damage dealt. Failure or Success: Raena can’t take this action again until the start of her next turn.

    Credit: Inti Navia and Ivo Hoying

  • The Hedge Witch

    Small Humanoid, Chaotic Neutral

    Armor Class 16

    Initiative +6 (16)

    Hit Points 162 (25d6 + 75)

    Speed 30 ft.


    STR   7

    Mod (-2) Save (-2)

    DEX   14

    Mod (+2) Save (+6)

    CON   16

    Mod (+3) Save (+7)

    INT    20

    Mod (+5) Save (+5)

    WIS   13

    Mod (+1) Save (+5)

    CHA   12

    Mod (+1) Save (+1)


    Skills Perception + 5

    Senses Darkvision 60 ft.; Passive Perception 15

    Languages Common, Terran

    Challenge 10 (5,900 XP; PB +4)

    Traits


    Devolution Aura. Constitution Saving Throw: DC 17, any creature that starts its turn in a 15-foot Emanation originating from the witch. Failure: 7 (2d6) Necrotic damage, and the target subtracts 1d6 from all D20 Tests until the end of its next turn.

    Legendary Resistance (3/Day). When the witch fails a saving throw, she can choose to succeed instead.

    Actions


    Multiattack. The witch makes three Primal Expulsion attacks.

    Primal Expulsion. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 23 (4d8 + 5) Acid damage.

    Nature’s Wrath. Dexterity Saving Throw: DC 17, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Piercing damage plus 21 (6d6) Bludgeoning damage, and the target has the Restrained condition until the end of the witch’s next turn. Success: Half damage only.

    Bonus Actions


    Wild Warp (3/Day). The witch teleports herself up to 30 feet to an unoccupied space the witch can see.

    Legendary Actions


    Legendary Action Uses: 3. Immediately after another creature’s turn, the witch can expend a use to take one of the following actions. The witch regains all expended uses at the start of each of her turns.

    Raining Frogs and Toads. Dexterity Saving Throw: DC 17, Each creature in a 20-foot-radius, 60-foot-high Cylinder centered on a point the witch can see within 90 feet. Failure: 13 (3d8) Poison damage, and the target has the Blinded condition until the end of its next turn. Failure or Success: The witch can’t take this action again until the start of her next turn.

    Wild Aggression. The witch makes one Primal Expulsion attack.

    Credit: Ivo Hoying